root/games/phantasia/fight.c
/*      $OpenBSD: fight.c,v 1.14 2016/01/10 13:35:09 mestre Exp $       */
/*      $NetBSD: fight.c,v 1.2 1995/03/24 03:58:39 cgd Exp $    */

/*
 * fight.c   Phantasia monster fighting routines
 */

#include <curses.h>
#include <math.h>
#include <setjmp.h>
#include <string.h>

#include "macros.h"
#include "phantdefs.h"
#include "phantglobs.h"

static jmp_buf Fightenv;        /* used to jump into fight routine */

/************************************************************************
/
/ FUNCTION NAME: encounter()
/
/ FUNCTION: monster battle routine
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS:
/       int particular - particular monster to fight if >= 0
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(), 
/       writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(), 
/       awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(), 
/       longjmp(), wrefresh(), mvprintw(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield, 
/       Player, *stdscr, Fileloc, Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
/
/ DESCRIPTION:
/       Choose a monster and check against some special types.
/       Arbitrate between monster and player.  Watch for either
/       dying.
/
*************************************************************************/

void
encounter(int particular)
{
        int flockcnt = 1;       /* how many time flocked */
        volatile bool firsthit = Player.p_blessing;     /* set if player gets
                                                         * the first hit */

        /* let others know what we are doing */
        Player.p_status = S_MONSTER;
        writerecord(&Player, Fileloc);

        Shield = 0.0;           /* no shield up yet */

        if (particular >= 0)
                /* monster is specified */
                Whichmonster = particular;
        else
                /* pick random monster */
                Whichmonster = pickmonster();

        setjmp(Fightenv);       /* this is to enable changing fight state */

        move(6, 0);
        clrtobot();             /* clear bottom area of screen */

        Lines = 9;
        callmonster(Whichmonster);      /* set up monster to fight */

        Luckout = FALSE;        /* haven't tried to luckout yet */

        if (Curmonster.m_type == SM_MORGOTH)
                mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
                    Enemyname);

        if (Curmonster.m_type == SM_UNICORN) {
                if (Player.p_virgin) {
                        printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
                        Player.p_virgin = FALSE;
                } else {
                        printw("You just saw %s running away!\n", Enemyname);
                        Curmonster.m_experience = 0.0;
                        Curmonster.m_treasuretype = 0;
                }
        } else
                /* not a special monster */
                for (;;)
                        /* print header, and arbitrate between player and
                         * monster */
                {
                        mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
                            Enemyname, Curmonster.m_experience, Circle);

                        displaystats();
                        mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);    /* overprint energy */
                        readmessage();

                        if (Curmonster.m_type == SM_DARKLORD
                            && Player.p_blessing
                            && Player.p_charms > 0)
                                /* overpower Dark Lord with blessing and charm */
                        {
                                mvprintw(7, 0, "You just overpowered %s!", Enemyname);
                                Lines = 8;
                                Player.p_blessing = FALSE;
                                --Player.p_charms;
                                break;
                        }
                        /* allow paralyzed monster to wake up */
                        Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);

                        if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
                        /* monster is faster */
                            && Curmonster.m_type != SM_DARKLORD
                        /* not D. L. */
                            && Curmonster.m_type != SM_SHRIEKER
                        /* not mimic */
                            && !firsthit)
                                /* monster gets a hit */
                                monsthits();
                        else
                                /* player gets a hit */
                        {
                                firsthit = FALSE;
                                playerhits();
                        }

                        refresh();

                        if (Lines > LINES - 2)
                                /* near bottom of screen - pause */
                        {
                                more(Lines);
                                move(Lines = 8, 0);
                                clrtobot();
                        }
                        if (Player.p_energy <= 0.0)
                                /* player died */
                        {
                                more(Lines);
                                death(Enemyname);
                                cancelmonster();
                                break;  /* fight ends if the player is saved
                                         * from death */
                        }
                        if (Curmonster.m_energy <= 0.0)
                                /* monster died */
                                break;
                }

        /* give player credit for killing monster */
        Player.p_experience += Curmonster.m_experience;

        if (drandom() < Curmonster.m_flock / 100.0)
                /* monster flocks */
        {
                more(Lines);
                ++flockcnt;
                longjmp(Fightenv, 1);
        } else
                if (Circle > 1.0
                    && Curmonster.m_treasuretype > 0
                    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
                        /* monster has treasure; this takes # of flocks and
                         * size into account */
                {
                        more(Lines);
                        awardtreasure();
                }
        /* pause before returning */
        getyx(stdscr, Lines, flockcnt);
        more(Lines + 1);

        Player.p_ring.ring_inuse = FALSE;       /* not using ring */

        /* clean up the screen */
        move(4, 0);
        clrtobot();
}
/**/
/************************************************************************
/
/ FUNCTION NAME: pickmonster()
/
/ FUNCTION: choose a monster based upon where we are
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: monster number to call
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Marsh, Circle, Player
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/       Certain monsters can be found in certain areas of the grid.
/       We take care of rolling them here.
/       Unfortunately, this routine assumes that the monster data
/       base is arranged in a particular order.  If the data base
/       is altered (to add monsters, or make them tougher), this
/       routine may also need to be changed.
/
*************************************************************************/

int
pickmonster(void)
{
        if (Player.p_specialtype == SC_VALAR)
                /* even chance of any monster */
                return ((int) ROLL(0.0, 100.0));

        if (Marsh)
                /* water monsters */
                return ((int) ROLL(0.0, 15.0));

        else if (Circle > 24)
                /* even chance of all non-water monsters */
                return ((int) ROLL(14.0, 86.0));

        else if (Circle > 15)
                /* chance of all non-water monsters, weighted toward middle */
                return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));

        else if (Circle > 8)
                /* not all non-water monsters, weighted toward middle */
                return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));

        else if (Circle > 3)
                /* even chance of some tamer non-water monsters */
                return ((int) ROLL(14.0, 50.0));

        else
                /* even chance of some of the tamest non-water monsters */
                return ((int) ROLL(14.0, 25.0));
}
/**/
/************************************************************************
/
/ FUNCTION NAME: playerhits()
/
/ FUNCTION: prompt player for action in monster battle, and process
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(), 
/       floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(), 
/       wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
/
/ DESCRIPTION:
/       Process all monster battle options.
/
*************************************************************************/

void
playerhits(void)
{
        double  inflict;        /* damage inflicted */
        int     ch;             /* input */

        mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");

        if (!Luckout) {
                /* haven't tried to luckout yet */
                if (Curmonster.m_type == SM_MORGOTH)
                        /* cannot luckout against Morgoth */
                        addstr("6:Ally  ");
                else
                        addstr("6:Luckout  ");
        }

        if (Player.p_ring.ring_type != R_NONE)
                /* player has a ring */
                addstr("7:Use Ring  ");
        else
                clrtoeol();

        ch = inputoption();

        move(8, 0);
        clrtobot();             /* clear any messages from before */
        Lines = 9;
        mvaddstr(4, 0, "\n\n"); /* clear status area */

        switch (ch) {
        case 'T':               /* timeout; lose turn */
                break;

        case ' ':
        case '1':               /* melee */
                /* melee affects monster's energy and strength */
                inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
                    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);

                Curmonster.m_melee += inflict;
                Curmonster.m_strength = Curmonster.m_o_strength
                    - Curmonster.m_melee / Curmonster.m_o_energy
                    * Curmonster.m_o_strength / 4.0;
                hitmonster(inflict);
                break;

        case '2':               /* skirmish */
                /* skirmish affects monter's energy and speed */
                inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
                    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);

                Curmonster.m_skirmish += inflict;
                Curmonster.m_maxspeed = Curmonster.m_o_speed
                    - Curmonster.m_skirmish / Curmonster.m_o_energy
                    * Curmonster.m_o_speed / 4.0;
                hitmonster(inflict);
                break;

        case '3':               /* evade */
                /* use brains and speed to try to evade */
                if ((Curmonster.m_type == SM_DARKLORD
                        || Curmonster.m_type == SM_SHRIEKER
                /* can always run from D. L. and shrieker */
                        || drandom() * Player.p_speed * Player.p_brains
                        > drandom() * Curmonster.m_speed * Curmonster.m_brains)
                    && (Curmonster.m_type != SM_MIMIC))
                        /* cannot run from mimic */
                {
                        mvaddstr(Lines++, 0, "You got away!");
                        cancelmonster();
                        altercoordinates(0.0, 0.0, A_NEAR);
                } else
                        mvprintw(Lines++, 0, "%s is still after you!", Enemyname);

                break;

        case 'M':
        case '4':               /* magic spell */
                throwspell();
                break;

        case '5':               /* nick */
                /* hit 1 plus sword; give some experience */
                inflict = 1.0 + Player.p_sword;
                Player.p_experience += floor(Curmonster.m_experience / 10.0);
                Curmonster.m_experience *= 0.92;
                /* monster gets meaner */
                Curmonster.m_maxspeed += 2.0;
                Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
                if (Curmonster.m_type == SM_DARKLORD)
                        /* Dark Lord; doesn't like to be nicked */
                {
                        mvprintw(Lines++, 0,
                            "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
                        Player.p_quickness /= 2.0;
                        altercoordinates(0.0, 0.0, A_FAR);
                        cancelmonster();
                } else
                        hitmonster(inflict);
                break;

        case 'B':
        case '6':               /* luckout */
                if (Luckout)
                        mvaddstr(Lines++, 0, "You already tried that.");
                else {
                        Luckout = TRUE;
                        if (Curmonster.m_type == SM_MORGOTH)
                                /* Morgoth; ally */
                        {
                                if (drandom() < Player.p_sin / 100.0) {
                                        mvprintw(Lines++, 0, "%s accepted!", Enemyname);
                                        cancelmonster();
                                } else
                                        mvaddstr(Lines++, 0, "Nope, he's not interested.");
                        } else
                                /* normal monster; use brains for success */
                        {
                                if ((drandom() + 0.333) * Player.p_brains
                                    < (drandom() + 0.333) * Curmonster.m_brains)
                                        mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
                                else {
                                        mvaddstr(Lines++, 0, "You made it!");
                                        Curmonster.m_energy = 0.0;
                                }
                        }
                }
                break;

        case '7':               /* use ring */
                if (Player.p_ring.ring_type != R_NONE) {
                        mvaddstr(Lines++, 0, "Now using ring.");
                        Player.p_ring.ring_inuse = TRUE;
                        if (Player.p_ring.ring_type != R_DLREG)
                                /* age ring */
                                --Player.p_ring.ring_duration;
                }
                break;
        }

}
/**/
/************************************************************************
/
/ FUNCTION NAME: monsthits()
/
/ FUNCTION: process a monster hitting the player
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: cancelmonster(), scramblestats(), more(), floor(), wmove(), 
/       drandom(), altercoordinates(), longjmp(), waddstr(), mvprintw(), 
/       getanswer()
/
/ GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr, 
/       Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, 
/       *Enemyname
/
/ DESCRIPTION:
/       Handle all special monsters here.  If the monster is not a special
/       one, simply roll a hit against the player.
/
*************************************************************************/

void
monsthits(void)
{
        double  inflict;        /* damage inflicted */
        int     ch;             /* input */

        switch (Curmonster.m_type)
                /* may be a special monster */
        {
        case SM_DARKLORD:
                /* hits just enough to kill player */
                inflict = (Player.p_energy + Shield) * 1.02;
                goto SPECIALHIT;

        case SM_SHRIEKER:
                /* call a big monster */
                mvaddstr(Lines++, 0,
                    "Shrieeeek!!  You scared it, and it called one of its friends.");
                more(Lines);
                Whichmonster = (int) ROLL(70.0, 30.0);
                longjmp(Fightenv, 1);

        case SM_BALROG:
                /* take experience away */
                inflict = ROLL(10.0, Curmonster.m_strength);
                inflict = MIN(Player.p_experience, inflict);
                mvprintw(Lines++, 0,
                    "%s took away %.0f experience points.", Enemyname, inflict);
                Player.p_experience -= inflict;
                return;

        case SM_FAERIES:
                if (Player.p_holywater > 0)
                        /* holy water kills when monster tries to hit */
                {
                        mvprintw(Lines++, 0, "Your holy water killed it!");
                        --Player.p_holywater;
                        Curmonster.m_energy = 0.0;
                        return;
                }
                break;

        case SM_NONE:
                /* normal hit */
                break;

        default:
                if (drandom() > 0.2)
                        /* normal hit */
                        break;

                /* else special things */
                switch (Curmonster.m_type) {
                case SM_LEANAN:
                        /* takes some of the player's strength */
                        inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
                        inflict = MIN(Player.p_strength, inflict);
                        mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
                            Enemyname, inflict);
                        Player.p_strength -= inflict;
                        Player.p_might -= inflict;
                        break;

                case SM_SARUMAN:
                        if (Player.p_palantir)
                                /* take away palantir */
                        {
                                mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
                                Player.p_palantir = FALSE;
                        } else
                                if (drandom() > 0.5)
                                        /* gems turn to gold */
                                {
                                        mvprintw(Lines++, 0,
                                            "%s transformed your gems into gold!", Enemyname);
                                        Player.p_gold += Player.p_gems;
                                        Player.p_gems = 0.0;
                                } else
                                        /* scramble some stats */
                                {
                                        mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
                                        scramblestats();
                                }
                        break;

                case SM_THAUMATURG:
                        /* transport player */
                        mvprintw(Lines++, 0, "%s transported you!", Enemyname);
                        altercoordinates(0.0, 0.0, A_FAR);
                        cancelmonster();
                        break;

                case SM_VORTEX:
                        /* suck up some mana */
                        inflict = ROLL(0, 7.5 * Circle);
                        inflict = MIN(Player.p_mana, floor(inflict));
                        mvprintw(Lines++, 0,
                            "%s sucked up %.0f of your mana!", Enemyname, inflict);
                        Player.p_mana -= inflict;
                        break;

                case SM_NAZGUL:
                        /* try to take ring if player has one */
                        if (Player.p_ring.ring_type != R_NONE)
                                /* player has a ring */
                        {
                                mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
                                ch = getanswer("YN", FALSE);
                                if (ch == 'Y')
                                        /* take ring away */
                                {
                                        Player.p_ring.ring_type = R_NONE;
                                        Player.p_ring.ring_inuse = FALSE;
                                        cancelmonster();
                                        break;
                                }
                        }
                        /* otherwise, take some brains */
                        mvprintw(Lines++, 0,
                            "%s neutralized 1/5 of your brain!", Enemyname);
                        Player.p_brains *= 0.8;
                        break;

                case SM_TIAMAT:
                        /* take some gold and gems */
                        mvprintw(Lines++, 0,
                            "%s took half your gold and gems and flew off.", Enemyname);
                        Player.p_gold /= 2.0;
                        Player.p_gems /= 2.0;
                        cancelmonster();
                        break;

                case SM_KOBOLD:
                        /* steal a gold piece and run */
                        mvprintw(Lines++, 0,
                            "%s stole one gold piece and ran away.", Enemyname);
                        Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
                        cancelmonster();
                        break;

                case SM_SHELOB:
                        /* bite and (medium) poison */
                        mvprintw(Lines++, 0,
                            "%s has bitten and poisoned you!", Enemyname);
                        Player.p_poison -= 1.0;
                        break;

                case SM_LAMPREY:
                        /* bite and (small) poison */
                        mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
                        Player.p_poison += 0.25;
                        break;

                case SM_BONNACON:
                        /* fart and run */
                        mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
                        Player.p_energy /= 2.0; /* damage from fumes */
                        cancelmonster();
                        break;

                case SM_SMEAGOL:
                        if (Player.p_ring.ring_type != R_NONE)
                                /* try to steal ring */
                        {
                                mvprintw(Lines++, 0,
                                    "%s tried to steal your ring, ", Enemyname);
                                if (drandom() > 0.1)
                                        addstr("but was unsuccessful.");
                                else {
                                        addstr("and ran away with it!");
                                        Player.p_ring.ring_type = R_NONE;
                                        cancelmonster();
                                }
                        }
                        break;

                case SM_SUCCUBUS:
                        /* inflict damage through shield */
                        inflict = ROLL(15.0, Circle * 10.0);
                        inflict = MIN(inflict, Player.p_energy);
                        mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
                            Enemyname, inflict);
                        Player.p_energy -= inflict;
                        break;

                case SM_CERBERUS:
                        /* take all metal treasures */
                        mvprintw(Lines++, 0,
                            "%s took all your metal treasures!", Enemyname);
                        Player.p_crowns = 0;
                        Player.p_sword =
                            Player.p_shield =
                            Player.p_gold = 0.0;
                        cancelmonster();
                        break;

                case SM_UNGOLIANT:
                        /* (large) poison and take a quickness */
                        mvprintw(Lines++, 0,
                            "%s poisoned you, and took one quik.", Enemyname);
                        Player.p_poison += 5.0;
                        Player.p_quickness -= 1.0;
                        break;

                case SM_JABBERWOCK:
                        /* fly away, and leave either a Jubjub bird or
                         * Bonnacon */
                        mvprintw(Lines++, 0,
                            "%s flew away, and left you to contend with one of its friends.",
                            Enemyname);
                        Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
                        longjmp(Fightenv, 1);

                case SM_TROLL:
                        /* partially regenerate monster */
                        mvprintw(Lines++, 0,
                            "%s partially regenerated his energy.!", Enemyname);
                        Curmonster.m_energy +=
                            floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
                        Curmonster.m_strength = Curmonster.m_o_strength;
                        Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
                        Curmonster.m_maxspeed = Curmonster.m_o_speed;
                        break;

                case SM_WRAITH:
                        if (!Player.p_blindness)
                                /* make blind */
                        {
                                mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
                                Player.p_blindness = TRUE;
                                Enemyname = "A monster";
                        }
                        break;
                }
                return;
        }

        /* fall through to here if monster inflicts a normal hit */
        inflict = drandom() * Curmonster.m_strength + 0.5;
SPECIALHIT:
        mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);

        if ((Shield -= inflict) < 0) {
                Player.p_energy += Shield;
                Shield = 0.0;
        }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: cancelmonster()
/
/ FUNCTION: mark current monster as no longer active
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: none
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: Curmonster
/
/ DESCRIPTION:
/       Clear current monster's energy, experience, treasure type, and
/       flock.  This is the same as having the monster run away.
/
*************************************************************************/

void
cancelmonster(void)
{
    Curmonster.m_energy = 0.0;
    Curmonster.m_experience = 0.0;
    Curmonster.m_treasuretype = 0;
    Curmonster.m_flock = 0.0;
}
/**/
/************************************************************************
/
/ FUNCTION NAME: hitmonster()
/
/ FUNCTION: inflict damage upon current monster
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/       double inflict - damage to inflict upon monster
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), wmove(), strcmp(), waddstr(), mvprintw()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines
/
/ DESCRIPTION:
/       Hit monster specified number of times.  Handle when monster dies,
/       and a few special monsters.
/
*************************************************************************/

void
hitmonster(double inflict)
{
        mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
        Curmonster.m_energy -= inflict;
        if (Curmonster.m_energy > 0.0) {
                if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
                        /* special monster didn't die */
                        monsthits();
        } else
                /* monster died.  print message. */
        {
                if (Curmonster.m_type == SM_MORGOTH)
                        mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
                else
                        /* all other types of monsters */
                {
                        mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);

                        if (Curmonster.m_type == SM_MIMIC
                            && strcmp(Curmonster.m_name, "A Mimic") != 0
                            && !Player.p_blindness)
                                mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
                }
        }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: throwspell()
/
/ FUNCTION: throw a magic spell
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), cancelmonster(), sqrt(), floor(), wmove(), 
/       drandom(), altercoordinates(), longjmp(), infloat(), waddstr(), mvprintw(), 
/       getanswer()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr, 
/       Fightenv[], Illspell[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
/
/ DESCRIPTION:
/       Prompt player and process magic spells.
/
*************************************************************************/

void
throwspell(void)
{
        double  inflict;        /* damage inflicted */
        double  dtemp;          /* for dtemporary calculations */
        int     ch;             /* input */

        inflict = 0;
        mvaddstr(7, 0, "\n\n"); /* clear menu area */

        if (Player.p_magiclvl >= ML_ALLORNOTHING)
                mvaddstr(7, 0, "1:All or Nothing  ");
        if (Player.p_magiclvl >= ML_MAGICBOLT)
                addstr("2:Magic Bolt  ");
        if (Player.p_magiclvl >= ML_FORCEFIELD)
                addstr("3:Force Field  ");
        if (Player.p_magiclvl >= ML_XFORM)
                addstr("4:Transform  ");
        if (Player.p_magiclvl >= ML_INCRMIGHT)
                addstr("5:Increase Might\n");
        if (Player.p_magiclvl >= ML_INVISIBLE)
                mvaddstr(8, 0, "6:Invisibility  ");
        if (Player.p_magiclvl >= ML_XPORT)
                addstr("7:Transport  ");
        if (Player.p_magiclvl >= ML_PARALYZE)
                addstr("8:Paralyze  ");
        if (Player.p_specialtype >= SC_COUNCIL)
                addstr("9:Specify");
        mvaddstr(4, 0, "Spell ? ");

        ch = getanswer(" ", TRUE);

        mvaddstr(7, 0, "\n\n"); /* clear menu area */

        if (Curmonster.m_type == SM_MORGOTH && ch != '3')
                /* can only throw force field against Morgoth */
                ILLSPELL();
        else
                switch (ch) {
                case '1':       /* all or nothing */
                        if (drandom() < 0.25)
                                /* success */
                        {
                                inflict = Curmonster.m_energy * 1.01 + 1.0;

                                if (Curmonster.m_type == SM_DARKLORD)
                                        /* all or nothing doesn't quite work
                                         * against D. L. */
                                        inflict *= 0.9;
                        } else
                                /* failure -- monster gets stronger and
                                 * quicker */
                        {
                                Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
                                Curmonster.m_maxspeed *= 2.0;
                                Curmonster.m_o_speed *= 2.0;

                                /* paralyzed monsters wake up a bit */
                                Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
                        }

                        if (Player.p_mana >= MM_ALLORNOTHING)
                                /* take a mana if player has one */
                                Player.p_mana -= MM_ALLORNOTHING;

                        hitmonster(inflict);
                        break;

                case '2':       /* magic bolt */
                        if (Player.p_magiclvl < ML_MAGICBOLT)
                                ILLSPELL();
                        else {
                                do
                                        /* prompt for amount to expend */
                                {
                                        mvaddstr(4, 0, "How much mana for bolt? ");
                                        dtemp = floor(infloat());
                                }
                                while (dtemp < 0.0 || dtemp > Player.p_mana);

                                Player.p_mana -= dtemp;

                                if (Curmonster.m_type == SM_DARKLORD)
                                        /* magic bolts don't work against D.
                                         * L. */
                                        inflict = 0.0;
                                else
                                        inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
                                mvaddstr(5, 0, "Magic Bolt fired!\n");
                                hitmonster(inflict);
                        }
                        break;

                case '3':       /* force field */
                        if (Player.p_magiclvl < ML_FORCEFIELD)
                                ILLSPELL();
                        else if (Player.p_mana < MM_FORCEFIELD)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_FORCEFIELD;
                                Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
                                mvaddstr(5, 0, "Force Field up.\n");
                        }
                        break;

                case '4':       /* transform */
                        if (Player.p_magiclvl < ML_XFORM)
                                ILLSPELL();
                        else if (Player.p_mana < MM_XFORM)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_XFORM;
                                Whichmonster = (int) ROLL(0.0, 100.0);
                                longjmp(Fightenv, 1);
                                }
                        break;

                case '5':       /* increase might */
                        if (Player.p_magiclvl < ML_INCRMIGHT)
                                ILLSPELL();
                        else if (Player.p_mana < MM_INCRMIGHT)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_INCRMIGHT;
                                Player.p_might +=
                                    (1.2 * (Player.p_strength + Player.p_sword)
                                    + 5.0 - Player.p_might) / 2.0;
                                mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
                        }
                        break;

                case '6':       /* invisible */
                        if (Player.p_magiclvl < ML_INVISIBLE)
                                ILLSPELL();
                        else if (Player.p_mana < MM_INVISIBLE)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_INVISIBLE;
                                Player.p_speed +=
                                    (1.2 * (Player.p_quickness + Player.p_quksilver)
                                    + 5.0 - Player.p_speed) / 2.0;
                                mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
                        }
                        break;

                case '7':       /* transport */
                        if (Player.p_magiclvl < ML_XPORT)
                                ILLSPELL();
                        else if (Player.p_mana < MM_XPORT)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_XPORT;
                                if (Player.p_brains + Player.p_magiclvl
                                    < Curmonster.m_experience / 200.0 * drandom()) {
                                        mvaddstr(5, 0, "Transport backfired!\n");
                                        altercoordinates(0.0, 0.0, A_FAR);
                                        cancelmonster();
                                } else {
                                        mvprintw(5, 0, "%s is transported.\n", Enemyname);
                                        if (drandom() < 0.3)
                                                /* monster didn't drop
                                                 * its treasure */
                                                Curmonster.m_treasuretype = 0;

                                        Curmonster.m_energy = 0.0;
                                }
                        }
                        break;

                case '8':       /* paralyze */
                        if (Player.p_magiclvl < ML_PARALYZE)
                                ILLSPELL();
                        else if (Player.p_mana < MM_PARALYZE)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_PARALYZE;
                                if (Player.p_magiclvl >
                                    Curmonster.m_experience / 1000.0 * drandom()) {
                                        mvprintw(5, 0, "%s is held.\n", Enemyname);
                                        Curmonster.m_speed = -2.0;
                                } else
                                        mvaddstr(5, 0, "Monster unaffected.\n");
                        }
                        break;

                case '9':       /* specify */
                        if (Player.p_specialtype < SC_COUNCIL)
                                ILLSPELL();
                        else if (Player.p_mana < MM_SPECIFY)
                                NOMANA();
                        else {
                                Player.p_mana -= MM_SPECIFY;
                                mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
                                Whichmonster = (int) infloat();
                                Whichmonster = MAX(0, MIN(99, Whichmonster));
                                longjmp(Fightenv, 1);
                        }
                        break;
                }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: callmonster()
/
/ FUNCTION: read monster from file, and fill structure
/
/ AUTHOR: E. A. Estes, 2/25/86
/
/ ARGUMENTS:
/       int which - which monster to call
/
/ RETURN VALUE: none
/
/ MODULES CALLED: truncstring(), fread(), fseek(), floor(), drandom(), 
/       strlcpy()
/
/ GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
/
/ GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
/
/ DESCRIPTION:
/       Read specified monster from monster database and fill up
/       current monster structure.
/       Adjust statistics based upon current size.
/       Handle some special monsters.
/
*************************************************************************/

void
callmonster(int which)
{
        struct monster Othermonster;    /* to find a name for mimics */

        which = MIN(which, 99); /* make sure within range */

        /* fill structure */
        fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
        fread(&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);

        /* handle some special monsters */
        if (Curmonster.m_type == SM_MODNAR) {
                if (Player.p_specialtype < SC_COUNCIL)
                        /* randomize some stats */
                {
                        Curmonster.m_strength *= drandom() + 0.5;
                        Curmonster.m_brains *= drandom() + 0.5;
                        Curmonster.m_speed *= drandom() + 0.5;
                        Curmonster.m_energy *= drandom() + 0.5;
                        Curmonster.m_experience *= drandom() + 0.5;
                        Curmonster.m_treasuretype =
                            (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
                } else
                        /* make Modnar into Morgoth */
                {
                        strlcpy(Curmonster.m_name, "Morgoth",
                            sizeof Curmonster.m_name);
                        Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
                            + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
                        Curmonster.m_brains = Player.p_brains;
                        Curmonster.m_energy = Player.p_might * 30.0;
                        Curmonster.m_type = SM_MORGOTH;
                        Curmonster.m_speed = Player.p_speed * 1.1
                            + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
                        Curmonster.m_flock = 0.0;
                        Curmonster.m_treasuretype = 0;
                        Curmonster.m_experience = 0.0;
                }
        } else
                if (Curmonster.m_type == SM_MIMIC)
                        /* pick another name */
                {
                        which = (int) ROLL(0.0, 100.0);
                        fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
                        fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
                        strlcpy(Curmonster.m_name, Othermonster.m_name,
                            sizeof Curmonster.m_name);
                }
        truncstring(Curmonster.m_name);

        if (Curmonster.m_type != SM_MORGOTH)
                /* adjust stats based on which circle player is in */
        {
                Curmonster.m_strength *= (1.0 + Circle / 2.0);
                Curmonster.m_brains *= Circle;
                Curmonster.m_speed += Circle * 1.e-9;
                Curmonster.m_energy *= Circle;
                Curmonster.m_experience *= Circle;
        }
        if (Player.p_blindness)
                /* cannot see monster if blind */
                Enemyname = "A monster";
        else
                Enemyname = Curmonster.m_name;

        if (Player.p_speed <= 0.0)
                /* make Player.p_speed positive */
        {
                Curmonster.m_speed += -Player.p_speed;
                Player.p_speed = 1.0;
        }
        /* fill up the rest of the structure */
        Curmonster.m_o_strength = Curmonster.m_strength;
        Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
        Curmonster.m_o_energy = Curmonster.m_energy;
        Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
}
/**/
/************************************************************************
/
/ FUNCTION NAME: awardtreasure()
/
/ FUNCTION: select a treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: pickmonster(), collecttaxes(), more(), cursedtreasure(), 
/       floor(), wmove(), drandom(), sscanf(), printw(), altercoordinates(), 
/       longjmp(), infloat(), waddstr(), getanswer(), getstring(), wclrtobot()
/
/ GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player, 
/       *stdscr, Databuf[], *Statptr, Fightenv[]
/
/ GLOBAL OUTPUTS: Whichmonster, Shield, Player
/
/ DESCRIPTION:
/       Roll up a treasure based upon monster type and size, and
/       certain player statistics.
/       Handle cursed treasure.
/
*************************************************************************/

void
awardtreasure(void)
{
        int     whichtreasure;  /* calculated treasure to grant */
        int     temp;           /* temporary */
        int     ch;             /* input */
        double  treasuretype;   /* monster's treasure type */
        double  gold = 0.0;     /* gold awarded */
        double  gems = 0.0;     /* gems awarded */
        double  dtemp;          /* for temporary calculations */

    whichtreasure = (int) ROLL(1.0, 3.0);       /* pick a treasure */
    treasuretype = (double) Curmonster.m_treasuretype;

    move(4, 0);
    clrtobot();
    move(6, 0);

    if (drandom() > 0.65)
        /* gold and gems */
        {
        if (Curmonster.m_treasuretype > 7)
            /* gems */
            {
            gems = ROLL(1.0, (treasuretype - 7.0)
                * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
            printw("You have discovered %.0f gems!", gems);
        } else
            /* gold */
            {
            gold = ROLL(treasuretype * 10.0, treasuretype
                * treasuretype * 10.0 * (Circle - 1.0));
            printw("You have found %.0f gold pieces.", gold);
            }

        addstr("  Do you want to pick them up ? ");
        ch = getanswer("NY", FALSE);
        addstr("\n\n");

        if (ch == 'Y') {
            if (drandom() < treasuretype / 35.0 + 0.04)
                /* cursed */
                {
                addstr("They were cursed!\n");
                cursedtreasure();
                }
            else
                collecttaxes(gold, gems);
        }

        return;
        }
    else   
        /* other treasures */
        {
        addstr("You have found some treasure.  Do you want to inspect it ? ");
        ch = getanswer("NY", FALSE);
        addstr("\n\n");

        if (ch != 'Y')
            return;
        else
            if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)
                {
                addstr("It was cursed!\n");
                cursedtreasure();
                return;
                }
            else
                switch (Curmonster.m_treasuretype) {
                    case 1:     /* treasure type 1 */
                        switch (whichtreasure) {
                            case 1:
                                addstr("You've discovered a power booster!\n");
                                Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
                                break;

                            case 2:
                                addstr("You have encountered a druid.\n");
                                Player.p_experience +=
                                    ROLL(0.0, 2000.0 + Circle * 400.0);
                                break;

                            case 3:
                                addstr("You have found a holy orb.\n");
                                Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
                                break;
                            }
                        break;
                    /* end treasure type 1 */

                    case 2:     /* treasure type 2 */
                        switch (whichtreasure) {
                            case 1:
                                addstr("You have found an amulet.\n");
                                ++Player.p_amulets;
                                break;

                            case 2:
                                addstr("You've found some holy water!\n");
                                ++Player.p_holywater;
                                break;

                            case 3:
                                addstr("You've met a hermit!\n");
                                Player.p_sin *= 0.75;
                                Player.p_mana += 12.0 * Circle;
                                break;
                            }
                        break;
                    /* end treasure type 2 */

                    case 3:     /* treasure type 3 */
                        switch (whichtreasure) {
                            case 1:
                                dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
                                printw("You've found a +%.0f shield!\n", dtemp);
                                if (dtemp >= Player.p_shield)
                                    Player.p_shield = dtemp;
                                else
                                    SOMEBETTER();
                                break;

                            case 2:
                                addstr("You have rescued a virgin.  Will you be honorable ? ");
                                ch = getanswer("NY", FALSE);
                                addstr("\n\n");
                                if (ch == 'Y')
                                    Player.p_virgin = TRUE;
                                else
                                    {
                                    Player.p_experience += 2000.0 * Circle;
                                    ++Player.p_sin;
                                    }
                                break;

                            case 3:
                                addstr("You've discovered some athelas!\n");
                                --Player.p_poison;
                                break;
                            }
                        break;
                    /* end treasure type 3 */

                    case 4:     /* treasure type 4 */
                        addstr("You've found a scroll.  Will you read it ? ");
                        ch = getanswer("NY", FALSE);
                        addstr("\n\n");

                        if (ch == 'Y')
                            switch ((int) ROLL(1, 6)) {
                                case 1:
                                    addstr("It throws up a shield for you next monster.\n");
                                    getyx(stdscr, whichtreasure, ch);
                                    more(whichtreasure);
                                    Shield =
                                        (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
                                    Whichmonster = pickmonster();
                                    longjmp(Fightenv, 1);

                                case 2:
                                    addstr("It makes you invisible for you next monster.\n");
                                    getyx(stdscr, whichtreasure, ch);
                                    more(whichtreasure);
                                    Player.p_speed = 1e6;
                                    Whichmonster = pickmonster();
                                    longjmp(Fightenv, 1);

                                case 3:
                                    addstr("It increases your strength ten fold to fight your next monster.\n");
                                    getyx(stdscr, whichtreasure, ch);
                                    more(whichtreasure);
                                    Player.p_might *= 10.0;
                                    Whichmonster = pickmonster();
                                    longjmp(Fightenv, 1);

                                case 4:
                                    addstr("It is a general knowledge scroll.\n");
                                    Player.p_brains += ROLL(2.0, Circle);
                                    Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
                                    break;

                                case 5:
                                    addstr("It tells you how to pick your next monster.\n");
                                    addstr("Which monster do you want [0-99] ? ");
                                    Whichmonster = (int) infloat();
                                    Whichmonster = MIN(99, MAX(0, Whichmonster));
                                    longjmp(Fightenv, 1);

                                case 6:
                                    addstr("It was cursed!\n");
                                    cursedtreasure();
                                    break;
                                }
                            break;
                    /* end treasure type 4 */

                    case 5:     /* treasure type 5 */
                        switch (whichtreasure) {
                            case 1:
                                dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
                                printw("You've discovered a +%.0f dagger.\n", dtemp);
                                if (dtemp >= Player.p_sword)
                                    Player.p_sword = dtemp;
                                else
                                    SOMEBETTER();
                                break;

                            case 2:
                                dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
                                printw("You have found some +%.0f armour!\n", dtemp);
                                if (dtemp >= Player.p_shield)
                                    Player.p_shield = dtemp;
                                else
                                    SOMEBETTER();
                                break;

                            case 3:
                                addstr("You've found a tablet.\n");
                                Player.p_brains += 4.5 * Circle;
                                break;
                            }
                        break;
                    /* end treasure type 5 */

                    case 6:     /* treasure type 6 */
                        switch (whichtreasure) {
                            case 1:
                                addstr("You've found a priest.\n");
                                Player.p_energy = Player.p_maxenergy + Player.p_shield;
                                Player.p_sin /= 2.0;
                                Player.p_mana += 24.0 * Circle;
                                Player.p_brains += Circle;
                                break;

                            case 2:
                                addstr("You have come upon Robin Hood!\n");
                                Player.p_shield += Circle * 2.0;
                                Player.p_strength += Circle / 2.5 + 1.0;
                                break;

                            case 3:
                                dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
                                printw("You have found a +%.0f axe!\n", dtemp);
                                if (dtemp >= Player.p_sword)
                                    Player.p_sword = dtemp;
                                else
                                    SOMEBETTER();
                                break;
                            }
                        break;
                    /* end treasure type 6 */

                    case 7:     /* treasure type 7 */
                        switch (whichtreasure) {
                            case 1:
                                addstr("You've discovered a charm!\n");
                                ++Player.p_charms;
                                break;

                            case 2:
                                addstr("You have encountered Merlyn!\n");
                                Player.p_brains += Circle + 5.0;
                                Player.p_magiclvl += Circle / 3.0 + 5.0;
                                Player.p_mana += Circle * 10.0;
                                break;

                            case 3:
                                dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
                                printw("You have found a +%.0f war hammer!\n", dtemp);
                                if (dtemp >= Player.p_sword)
                                    Player.p_sword = dtemp;
                                else
                                    SOMEBETTER();
                                break;
                            }
                        break;
                    /* end treasure type 7 */

                    case 8:     /* treasure type 8 */
                        switch (whichtreasure) {
                            case 1:
                                addstr("You have found a healing potion.\n");
                                Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
                                break;

                            case 2:
                                addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
                                ch = getanswer("NY", FALSE);
                                addstr("\n\n");
                                if (ch == 'Y') {
                                    double x, y;

                                    addstr("X Y Coordinates ? ");
                                    getstring(Databuf, SZ_DATABUF);
                                    sscanf(Databuf, "%lf %lf", &x, &y);
                                    altercoordinates(x, y, A_FORCED);
                                    }
                                break;

                            case 3:
                                dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
                                printw("You've found a +%.0f sword!\n", dtemp);
                                if (dtemp >= Player.p_sword)
                                    Player.p_sword = dtemp;
                                else
                                    SOMEBETTER();
                                break;
                            }
                        break;
                    /* end treasure type 8 */

                    case 10:
                    case 11:
                    case 12:
                    case 13:    /* treasure types 10 - 13 */
                        if (drandom() < 0.33) {
                            if (Curmonster.m_treasuretype == 10) {
                                addstr("You've found a pair of elven boots!\n");
                                Player.p_quickness += 2.0;
                                break;
                                }
                            else if (Curmonster.m_treasuretype == 11
                                && !Player.p_palantir)
                                {
                                addstr("You've acquired Saruman's palantir.\n");
                                Player.p_palantir = TRUE;
                                break;
                                }
                            else if (Player.p_ring.ring_type == R_NONE
                                && Player.p_specialtype < SC_COUNCIL
                                && (Curmonster.m_treasuretype == 12
                                || Curmonster.m_treasuretype == 13))
                                /* roll up a ring */
                                {
                                if (drandom() < 0.8)
                                    /* regular rings */
                                    {
                                    if (Curmonster.m_treasuretype == 12)
                                        {
                                        whichtreasure = R_NAZREG;
                                        temp = 35;
                                        }
                                    else
                                        {
                                        whichtreasure = R_DLREG;
                                        temp = 0;
                                        }
                                    }
                                else
                                    /* bad rings */
                                    {
                                    whichtreasure = R_BAD;
                                    temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
                                    }

                                addstr("You've discovered a ring.  Will you pick it up ? ");
                                ch = getanswer("NY", FALSE);
                                addstr("\n\n");

                                if (ch == 'Y')
                                    {
                                    Player.p_ring.ring_type = whichtreasure;
                                    Player.p_ring.ring_duration = temp;
                                    }

                                break;
                                }
                            }
                        /* end treasure types 10 - 13 */
                        /* fall through to treasure type 9 if no treasure from above */

                        case 9: /* treasure type 9 */
                            switch (whichtreasure)
                                {
                                case 1:
                                    if (Player.p_level <= 1000.0
                                        && Player.p_crowns <= 3
                                        && Player.p_level >= 10.0)
                                        {
                                        addstr("You have found a golden crown!\n");
                                        ++Player.p_crowns;
                                        break;
                                        }
                                    /* fall through otherwise */

                                case 2:
                                    addstr("You've been blessed!\n");
                                    Player.p_blessing = TRUE;
                                    Player.p_sin /= 3.0;
                                    Player.p_energy = Player.p_maxenergy + Player.p_shield;
                                    Player.p_mana += 100.0 * Circle;
                                    break;

                                case 3:
                                    dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
                                    dtemp = MIN(dtemp, 99.0);
                                    printw("You have discovered some +%.0f quicksilver!\n",dtemp);
                                    if (dtemp >= Player.p_quksilver)
                                        Player.p_quksilver = dtemp;
                                    else
                                        SOMEBETTER();
                                    break;
                                }
                            break;
                    /* end treasure type 9 */
                    }
        }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: cursedtreasure()
/
/ FUNCTION: take care of cursed treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: waddstr()
/
/ GLOBAL INPUTS: Player, *stdscr
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/       Handle cursed treasure.  Look for amulets and charms to save
/       the player from the curse.
/
*************************************************************************/

void
cursedtreasure(void)
{
        if (Player.p_charms > 0) {
                addstr("But your charm saved you!\n");
                --Player.p_charms;
        } else
                if (Player.p_amulets > 0) {
                        addstr("But your amulet saved you!\n");
                        --Player.p_amulets;
                } else {
                        Player.p_energy =
                            (Player.p_maxenergy + Player.p_shield) / 10.0;
                        Player.p_poison += 0.25;
                }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: scramblestats()
/
/ FUNCTION: scramble some selected statistics
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Player
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/       Swap a few player statistics randomly.
/
*************************************************************************/

void
scramblestats(void)
{
        double  dbuf[6];        /* to put statistic in */
        double  dtemp1, dtemp2; /* for swapping values */
        int first, second;      /* indices for swapping */
        double *dptr;           /* pointer for filling and emptying buf[] */

        /* fill buffer */
        dptr = &dbuf[0];
        *dptr++ = Player.p_strength;
        *dptr++ = Player.p_mana;
        *dptr++ = Player.p_brains;
        *dptr++ = Player.p_magiclvl;
        *dptr++ = Player.p_energy;
        *dptr = Player.p_sin;

        /* pick values to swap */
        first = (int) ROLL(0, 5);
        second = (int) ROLL(0, 5);

        /* swap values */
        dptr = &dbuf[0];
        dtemp1 = dptr[first];
        /* this expression is split to prevent a compiler loop on some
         * compilers */
        dtemp2 = dptr[second];
        dptr[first] = dtemp2;
        dptr[second] = dtemp1;

        /* empty buffer */
        Player.p_strength = *dptr++;
        Player.p_mana = *dptr++;
        Player.p_brains = *dptr++;
        Player.p_magiclvl = *dptr++;
        Player.p_energy = *dptr++;
        Player.p_sin = *dptr;
}